Abstract

This paper proposes to use relief-mapped conical frusta (cones cut by planes) to skin skeletal objects. Based on this representation, current programmable graphics hardware can perform the rendering with only minimal communication between the CPU and GPU. A consistent definition of conical frusta including texture parametrization and a continuous surface normal is provided. Rendering is performed by analytical ray casting of the relief-mapped frusta directly on the GPU. We demonstrate both static and animated objects rendered using our technique and compare to polygonal renderings of similar quality.

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image:
Example for an object modelled and rendered from conical frustra.

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BibTeX

@article{bhagvat-09-frusta,
title = "GPU Rendering of Relief Mapped Conical Frusta",
author = "Deepali Bhagvat and Stefan Jeschke and David Cline and Peter
Wonka",
year = "2009",
abstract = "This paper proposes to use relief-mapped conical frusta
(cones cut by planes) to skin skeletal objects. Based on
this representation, current programmable graphics hardware
can perform the rendering with only minimal communication
between the CPU and GPU. A consistent definition of conical
frusta including texture parametrization and a continuous
surface normal is provided. Rendering is performed by
analytical ray casting of the relief-mapped frusta directly
on the GPU. We demonstrate both static and animated objects
rendered using our technique and compare to polygonal
renderings of similar quality.",
issn = "0167-7055",
journal = "Computer Graphics Forum",
number = "28",
volume = "8",
pages = "2131--2139",
URL = "https://www.cg.tuwien.ac.at/research/publications/2009/bhagvat-09-frusta/",
}